Hello all, question about multiplayer networking methods in UE5. I am looking into creating a game that would be 10-20 players on a single map, realistic graphics, survival FPS. Problem is, I’d be solo developing it and wouldn’t be able to pay for servers, which would be ideal for this type of game. Does anyone know of a networking solution where, suppose, all clients connected form a decentralized server that handles server-side calculations? If so, how easy would it be to cheat in such a method? I don’t really want to use P2P, as that would make it a lot easier to cheat, and also cause issues with connection quality and lag. If anyone knows of a solution, I would be very grateful. (Also, I looked into Proton, but the game would be built using blueprints, and Proton only supports C++ projects.) Thanks!
I’m looking into https://planetaryprocessing.io/
I’m also supporting Player Hosted servers with upto 64 concurrent Players.
Take a look at On-Demand cloud server solutions. They are extremely inexpensive when compared to traditional GSP solutions.
AWS, IBM, Google, MS